Mirador - Economy Design, Multiplayer Flow, Analytics

Balancing

I joined Sauropod Studio in January 2019, to work on Mirador. You can find the game here.

Over the course of the project, I ended up tackling the design of the itemisation - turning every gameplay and cosmetic item into a collectible - and its balancing. 

I designed the drop rates to ensure a smooth progression for players of all skill levels, ensuring that they would all have the chance to engage with most of the content after a target number of hours. We were aiming for 80% of the content over 15 hours.

First, I designed a probability drop rate system that would allow me to have granular control over the frequency of drops of each of the three tiers of items. Inspired by tabletops drops tables, I devised a modular probability system made of subsequent tables.

Examples to come

Using Format